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Normal Commands

achievement <list|unlock> - Allows you to list or unlock all achievements alias <NAME> <COMMAND> {ARGS} - Allows you to assign an alias to one or more words ascend - Moves you to the next platform above your position atlantis - Toggles atlantis mode on/off biome - Tells you what biome you are currently in bind <KEYCODE> <COMMAND> {COMMANDPARAMS} - Binds a command to a keyboard button. bindid <ID> <COMMAND> {ARGS} - Binds a command to a keyboard key using the key id bring [ENTITY] - Brings the specified entity to you. cannon [STRENGTH] - Shoots a primed TNT in the direction you are pointing. calc - Calculator command chest <drop|get|fill|swap|clear> - Allow access of chests clear - Clears the console clearwater - Toggles water clarity on/off climb - Allows the player to climb any surface without a ladder clone [QUANTITY] - Clones the NPC which you are looking at config <setglobal [reset]> - Allows you to set the global configuration file as your current configuration confuse [DISTANCE] - Confuses nearby mobs confusesuicide - Makes mobs attack one another cyclepainting - Cycles through the painting which you are pointing at damage - Turns player damage on/off defuse [all] - Defuses any TNT nearby which has been hit, drops 1 tnt in its place descend - Moves you to the next platform below your position destroy [all] - Destroys the current item difficulty <LEVEL> - Sets the difficulty to the specified level (0-3) drops - Turns item drops on/off, having them turned off will make the game run a little bit faster, and also stop your inventory from filling. dropstore - This command transfers everything in your inventory into a chest that it creates next to you. duplicate [all] - Duplicates and drops the currently selected item stack effect <list|remove TYPE|add TYPE [DURATION] [STRENGTH]> - Configures potion effects on the player enchant <list|remove|add TYPE [LEVEL]> - Enchants the currently selected item enderman pickup [enable|disable] - Enderman command to enable/disable block pickup explode [SIZE] - Sets off an explosion in your current location. exterminate [SIZE] - KillNPC with style, kills the NPC you are pointing at extinguish|ext [all] - Puts out all nearby fire (or all fire) falldamage - Turns fall damage on/off feed <QTY> - Adds the specified quantity to your food bar firedamage - Turns fire damage on/off flammable <BLOCK> [CATCH] [SPREAD] - Sets the specified block at the flammability level fly [SPEED] - Allows you to turn flying mode on/off, speed specified your flying speed flymode <dynamic|standard|minecraft|reset> - Allows you to specify which flying mode to

use fog [tiny|small|normal|far] - Changes the render distance freecam - Allows you to freecam around the map freezecam - Freezes the players camera at the current location freeze - Freezes mobs so that they cannot move or attack you gamemode <creative|survival|1|0> - Changes the World game mode to creative or survival goto <NAME> - Goto a waypoint grow [all] - Grows all saplings/wheat on the map. hardcore <enable|disable> - Configures the world to be in hardcore mode or not heal <HEALTH> - Heals a player the specified number of points health <min|max|infinite> - Sets the health of a player to pre-defined figures help [COMMAND] - Gives general help when COMMAND isn't specified, gives specific help when COMMAND is specified. Same as /h helmet [ITEM] [QTY] [DAMAGE] - Specifies the helmet the player wears home Teleport to spawn point hunger <empty|full|infinite> - Sets your hunger level to predefined figures infiniteitems - Toggles infinite items on/off instantkill - Instantly kills any NPC you hit instantmine - Turns instant mining on/off instantplant [grow] - Instantly plants saplings into the ground, if grow is specified the tree will when instantly grow item <ITEMCODE|ITEMNAME> [QUANTITY] [DAMAGE] Gives player item, if quantity isnt specified maximum amount of that item. Same as /give and /i itemdamage - Turn item damage on/off. This means you will never have to repair an item again itemname - Use this command to discover the itemname and ID of your currently selected item. itemstack <ITEMID|ITEMNAME> [QUANTITY] - Gives the player the specified quantity of maximum item stacks of the item. jump - Moves you from where you are to where your mouse is pointing. Note: This command is buggy and may put you in the block you move to. keepitems - Turn this on and you will keep your items when you die. kill Kills the current player killall <ENTITYTYPE> - Kills all of the specified entity type, this will destroy ALL entities (paintings, minecarts, etc) unless specified otherwise. killnpc [all|monster|animal] - Kills all living creatures nearby. light - Turns permanent lighting on and off listwaypoints - Lists all waypoints. Same as /l longerlegs - Makes your legs longer so you can walk up 1 block high macro <edit|create|dir|folder|delete|list|FILENAME {PARAMS}> - Runs a macro maxstack [ITEMID|ITEMNAME|all] [STACKSIZE] - Configures the maximum stack size of that item between 1 and 64. mobdamage - Mobs cannot give you damage moveplayer <DISTANCE> <DIRECTION> - Moves the player the specified distance (in blocks) in the specified direction, (neswup) msg <MESSAGE> - This commands adds a message to the console. music [play|pause|skip|stop|VOLUME] - Requests a music track to be played, there is a limitation of at MAX 2 tracks per day. Set the volume by specifying VOLUME.

noclip - Turns no clip on/off. output - This just toggles SPC messages on/off, useful for macros/scripts. phelp [COMMAND] - Provides help for plugins platform - Puts a glass square under your feet plugin <list|enable [MODNAME]|disable [MODNAME]|dlist> - Lists all loaded plugins and also allows you to enable/disable plugins pos Gives current player position. Same as /p ralias <NAME> - Removes the specified alias reach <DISTANCE|reset> - Sets the player reach distance. refill [all] - Re-stocks your items in your inventory to the maximum ammount rem <NAME> - Removes the specified waypoint removedrops [all] - This command removes item drops from the world. rename <COMMANDNAME> <NEWNAME> - Allows you rename a command to a new name repair [all] - Repairs the currently selected item to full health repeat - Repeats the last used command (useful command to bind) reset - Resets the player settings resize [1080p|720p|480p|setdefault [WIDTH]|<HEIGHT>] - Resizes the Minecraft window, no arguments sets it to default reskin <FILENAME> - Reskins the NPC which you are pointing at to the specified skin return - Moves the player to the last position before teleport ride - Allows you to ride any NPC which you point at sc <FILENAME> - Added scripting support (more information coming soon) search <SEARCHTERM> - Allows you to search for items using a name set <NAME> - Mark a waypoint on the world setjump [JUMP|reset] - Sets the height that you jump. Note: Turns fall damage off if the jump is configured to move than 1. setspawn [<X> <Y> <Z>] Set the current position as the spawn point, if X Y Z are specified sets that position as spawn point setspeed [SPEED|reset] - Sets the speed that the player moves skin <USERNAME> - Change your players skin to ANY minecraft player slippery <BLOCK> [SLIPPERYNESS] - Makes the specified block slippery, default is 0.6 spawn <NAME|ID|random|list> [QTY] - Allows you to spawn an individual creature. spawner <TYPE> - Changes the mob spawner the player is pointing at spawnportal - Spawns a portal nearby the player spawnstack <NAME|ID|list|random> - Spawns the specified creature a few blocks away from your current position (use "/spawn list" to get a list of creature names and codes). sprinting [enable|disable] - Turns sprinting always on stackcombine - When run combines all of the same stack types into the same stack stacklimit - Turns stack limiting on/off startup <COMMAND> {ARGS} - Specifies a command to run on startup superheat [all] - Turns items which are furnace-able into their furnaced form superpunch [DISTANCE|reset] - Hit that NPC with a punch like no other tele <X> <Y> <Z> - Teleport to X Y Z coordinates. Same as /t textcolor <<normal|error> <0-f|random>>|<setrandom COLORS> - Allows you to configure output text colors

time [set|get|day|night [minute|hour|day [TIME]]|speed SPEED] - Set and get the time within minecraft. timeschedule <reset | <TIME1> <TIME2>> - Sets a period of time (HH:MM format), this will make minecraft always within this time. unbind <KEYCODE|all> - Unbinds the specified key from a command. unbindid <ID> - Unbinds a command from a keyboard key using the key id update <enable|disable> - Turns update checking on/off useportal <normal|nether|end|PORTAL> - Instantly transfers you to the nether, use it again to go back. waterdamage - Turns water damage on/off weather <lightning|thunder|rain> - Toggles weather on/off world <load|save|seed|new|exit|list|backup> - Allows you to explicitly, have control over your world. world load <FILENAME> - Loads the specified FILE, this allows you to play ANY save on your computer, not just World1-5, and can have any name world save - Explicitly saves your game then returns to it world seed [SEED] - Allows you to see and change the seed of the map, so it will generate custom terrain world new [FILENAME] [SEED] - Creates a new map at the specified location world exit - Lets you exit a game without saving (perfect from when a creeper blows something up) world list - Lists all the saves which you can load from ".minecraft/saves" world backup - Allows you to backup your current world into .minecraft/backup xp <add QTY|get|set XP> - XP (player experience) related commands
WorldEdit Commands

For a list of WorldEdit commands please visit the WorldEdit wiki page: http://wiki.sk89q.co...dEdit/Reference For WorldEdit updates please visit the forum thread: http://www.minecraft...p?f=25&t=156902

Item and Block Codes

Item Codes are the same as SMP. For a reference you can refer here:

Crafting

22 crafting grid

33 crafting grid

Crafting is the method by which many blocks, tools, and other resources are made in Minecraft. It is available in Beta mode as well as the removed Indev, Infdev and Alpha modes. In order to craft something, the player must move items from their inventory into a crafting grid. A grid can be accessed in the player's inventory or on a Crafting Table. The player must then arrange them into the pattern representing the item(s) they wish to create. As long as the proper pattern of resources is placed, it will not matter where within the grid the ingredients are placed. Crafting recipes can also be flipped horizontally from their depictions in the graphs below: for instance, you can make a bow with the strings on the right instead of the left. The player has access to a 22 crafting grid in their Inventory screen which can be used anytime the screen is brought up. Crafting recipes that are at most 22 materials wide and tall can be crafted there, like wooden planks, sticks and Crafting Tables. To craft with a 33 grid, create a Crafting Table, place it anywhere and right-click on it. This brings up a pop-up screen which allows the player to assemble any crafting recipe in the game, as the maximum size for a recipe is 33.

Contents
[hide]

1 Item durability 2 Complete recipe list o 2.1 Basic Recipes o 2.2 Block Recipes o 2.3 Tool Recipes

2.4 Weapon Recipes 2.5 Armor Recipes 2.6 Transportation Recipes 2.7 Mechanism Recipes 2.8 Food Recipes 2.9 Miscellaneous Recipes 2.10 Dye Recipes 2.11 Wool Recipes 2.12 Enchantment & Brewing Recipes 3 See also

o o o o o o o o o

Item durability
Certain crafted items, such as tools and armor, as well as certain other usable items, are subject to item durability; a process whereby repeated use of the tool will deplete its number of available uses unless it is repaired. A stronger material will last longer whereas a weaker resource such as wood disintegrates quicker. In order to determine the durability of an item, a small damage bar below each item displays how much longer a tool will last before it breaks and needs to be replaced (this also applies to armor). A use is counted only if a player completely breaks apart one block or hits a mob. If a block is partially broken this is not counted as a full use. If a player happens to use a tool that is not suitable for the task at hand (e.g. Using an axe to dig through stone instead of a pickaxe, or fighting a mob with a shovel instead of a sword), will count as two uses rather than one as this is not using the item in hand for it's designed use. Proper use of tools will maximize their durabilities. Assuming a player uses a tool appropriately, the following list shows the maximum durabilities for tools of each material type.

Wood - 60 uses Stone - 132 uses Iron - 251 uses Gold - 33 uses Diamond - 1562 uses

Regarding protective gear such as armor, the amount of damage a piece of armor can protect is dependent on the percentage of remaining uses it has and its number of base armor points. A mathematical equation for said percentage can be found on the item durability page. As expected, the durability of armor decreases as the number of times you are being hit increases. Please note though, even though that gold tools have lower durability, they do the work faster.

Complete recipe list

Currently, there are 200 recipes. Some recipes are depicted in the animations below (note: your browser needs Javascript enabled).

Basic Recipes
[hide] Name Ingredients Input Output Description

Wooden Planks

Wood

Used as a building material and can be crafted into many things. Any form of wood used will still result in the same output.

Sticks

Wooden Plank

Used to craft torches, arrows, signs, ladders, fences and as handles for tools and weapons.

Stick + Coal Torches (or Charcoal)

Used to create light. Torches also melt snow and ice.

Crafting Table

Wooden Plank

Allows the player to craft on a 3x3 grid.

Furnace Cobblestone

Allows the player to smelt.

Chest

Wooden Plank

Stores blocks and items inside. Place two chests side by side to create a larger chest with double the capacity.

Block Recipes
[hide] Name Ingredients Input Output Description

Gold Ingots or Iron Ingots or Diamond Gems Ore Blocks or Lapis Lazuli Dyes

Allows ingots, gems, or dyes to be crafted into placeable blocks. Can be used as an expensive building block or compact storage of the ore.

Glowstone

Glowstone (Dust)

Used to create brighter light than torches. Melts snow/ice and can be used underwater.

Wool

String

Used as a building material and can be colored with dyes. This recipe is not

recommended because Wool can be easily obtained from Sheep.

TNT

Gunpowder + Sand

Used to cause explosions.

Slabs

Stone, Sandstone, Wooden Planks, Cobblestone, Brick, or Stone Brick

Used for making long staircases. Two slabs placed on top of each other will create a normal-sized double slab block.

Stairs

Wooden Planks, Cobblestone, Brick, Stone Brick, Nether Brick

Used for compact staircases.

Snow Block

Snowballs

Used as a building material.

Clay Block

Clay

Used to store Clay Balls, or as a building material.

Brick (Block)

Clay Bricks

Used as a building material.

Stone Brick

Stone

Used as a building material.

Bookshelf

Wooden Plank + Books

Used as decoration, or (in Beta 1.9 prerelease) to give an Enchantment Table knowledge.

Sandstone

Sand

Used as a building material. Is not influenced by gravity like normal Sand.

Jack-OLantern

Pumpkin + Torch

Used to create brighter light than torches. Melts snow/ice and can be used underwater.

Tool Recipes
[hide] Name Ingredients Input Output Description

Axes

Sticks + Wooden Plank or Cobblestone or Iron Ingots or Gold Ingots or Diamond Gems

Used to chop wood-related blocks faster than by hand.

Sticks + Wooden Plank or Pickaxes Cobblestone or Iron Ingots or Gold Ingots or Diamond Gems

Required to mine stone-related blocks and ore.

Shovels

Sticks + Wooden Plank or Cobblestone or Iron Ingots or Gold Ingots or Diamond Gems

Used to dig dirt, grass, sand, gravel and snow faster than by hand. Shovels are required to dig snowballs.

Hoes

Sticks + Wooden Plank or Cobblestone or Iron Ingots or Gold Ingots or Diamond Gems

Used to till dirt and grass blocks to prepare for crops.

Flint and Iron Ingot + Flint Steel

Used to create fire.

Bucket

Iron Ingots

Used to hold and transport water, lava and milk.

Compass

Iron Ingots + Redstone Dust

Points to the player's spawn point.

Maps

Paper + Compass

Will create an image of an area explored while held. This can be used for path-finding.

Clock

Gold Ingots + Redstone Dust

Displays positions of the Sun and Moon.

Fishing Rod

Sticks + String

Used to catch fish. Can also be used to pull mobs and other entities.

Shears

Iron Ingots

Used to collect leaves, tall grass, vines and wool from Sheep. Also breaks Wool faster than by hand.

Weapon Recipes
[hide] Name

Ingredients

Input Output

Description

Stick + Wooden Plank or Swords Cobblestone or Iron Ingots or Gold Ingots or Diamond Gems

Deals mobs more damage than by hand.

Bow

Sticks + String

Allows for ranged attacks by using arrows.

Arrows

Flint + Stick + Feather

Used as ammunition for bows.

Armor Recipes
[hide] Name Ingredients Input Output Description

Helmets

Leather or Gold Ingots or Iron Ingots or Diamond Gems or Fire*

Head armor, gives efficiency).

(0.30

Leather or Gold Ingots or Iron Ingots or Chestplates Diamond Gems or Fire*

Chest armor, gives (0.50 efficiency).

Leggings

Leather or Gold Ingots or Iron Ingots or Diamond Gems or Fire*

Leg armor, gives (0.43 efficiency).

Boots

Leather or Gold Ingots or Iron Ingots or Diamond Gems

Foot armor, gives efficiency).

(0.38

or Fire*

* Fire is only obtainable via inventory hacking.

Transportation Recipes
[hide] Name Ingredients Input Output Description

Minecart

Iron Ingots

Used to transport the player or a mob along rails.

Powered Minecart

Furnace + Minecart

Used to push other Minecarts along rails using fuel.

Storage Minecart

Chest + Minecart

Used to transport goods along rails.

Rails

Stick + Iron Ingots

Used to guide minecarts.

Powered Rail

Stick + Gold Ingots + Redstone Dust

Used to speed up or brake minecarts.

Stone Pressure Detector Plate + Iron Ingots + Rail Redstone Dust

Functions like a Pressure Plate (sends a Redstone signal when powered) but can only be activated by a minecart.

Boat

Wooden Planks

Used to travel in water quicker than swimming.

Mechanism Recipes
[hide] Name Ingredients Input Output Description

Doors

Wooden Plank or Iron Ingots

Wooden doors are activated by clicking or with redstone. Iron doors are similar but can only be opened by redstone, buttons, or switches.

Trapdoors

Wooden Plank

Trapdoors are activated by clicking, and function as normal doors, but are a 1x1 one block and lay flat on the ground. Can also be activated with redstone.

Pressure Plates

Wooden Planks or Stone

Used to send an electrical charge when stepped on by a player or a mob. Wooden Pressure Plates can also be activated by dropping something on them.

Stone Button

Stone

Used to send an electrical charge by being pressed. Stays activated for approximately a second before shutting off again. Constantly sends an electrical charge, or can be used as a receiver/transmitter when connected the side of a block. Can also be used for low-level lighting.

Redstone Torch

Redstone Dust + Stick

Lever

Cobblestone + Stick

Used to send an electrical charge by being turned on or off. Stays in on or off state until clicked again.

Note Block

Wooden Planks + Redstone Dust

Plays a note when triggered. Right click it to change the pitch of the note. Placing this on top of different blocks changes its type of instrument.

Jukebox

Wooden Planks + Diamond Gem

Plays Music Discs.

Cobblestone Dispenser + Redstone Dust + Bow

Used to hold and shoot out items in a random order when given a Redstone charge.

Redstone Repeater

Stone + Redstone Dust + Redstone Torch

Used in redstone circuits as repeater, a delayer, and/or a diode.

Piston

Cobblestone + Redstone Dust + Wooden Planks + Iron Ingot

Pushes blocks and entities.

Sticky Piston

Piston + Slimeball

Pushes blocks and entities, and will pull back the block next to the end when retracted.

Food Recipes
[hide] Name Ingredients Input Output Description

Bowls

Wooden Planks

Used to hold mushroom stew. The player keeps the bowl when they eat the stew. Also used to milk a Mooshroom.

Red Mushroom + Mushroom Brown Stew Mushroom + Bowl

Restores Bowl is re-usable.

Bread

Wheat

Restores

Sugar

Sugar Cane

Is used in the cake recipe.

Restores on every use. Can be used 6 Cake Wheat + Sugar + Egg + Milk times, for a total of restored. The buckets are not lost in the process.

Cookie

Wheat + Cocoa Beans

Restores

per Cookie.

Restores Golden Apple Gold Blocks + Red Apple , and also heals hearts automatically. It is the only food that you can eat with a full Hunger bar.

Compact storage of melon slices. Each slice Melon Block Melon Slice restores . However, breaking one melon block only gives 3-7 melon slices.

Melon Seeds

Melon Slice

Plantable on farmland. Will produce one Melon Block each harvest.

Pumpkin Seeds

Pumpkin

Used in farming to obtain more Pumpkins.

Miscellaneous Recipes
[hide] Name Ingredients Input Output Description

Iron Block or Gold Block or Minerals Diamond Block or Lapis Lazuli Block

Used to reclaim ingots/gems/dyes from blocks.

Painting

Sticks + Wool

Used as decoration.

Sign

Wooden Planks + Stick

Shows text entered by the player.

Ladders

Sticks

Used to climb vertically.

Glass Pane

Glass

Have similar placement behavior as Redstone and Fences and use the same texture as Glass. They cannot currently be placed horizontally. As of the 1.9 pre-release 2, they drop nothing when broken, just like normal glass blocks.

Iron Bars Iron (Ingot)

Have similar placement behavior as Fences, however their height is counted as only 1 block.

Paper

Sugar Cane

Used to create books and maps.

Book

Paper

Used to create a bookshelf or an enchantment table.

Fences

Sticks

Used as a barrier that cannot be jumped over. Counts as 1.5 blocks high

for mobs and players, but 1 block high for other blocks.

Nether Brick Fence

Nether Brick

Like Fences, but the version created from Nether Bricks. Also found naturally in Nether Fortresses.

Fence Gate

Sticks + Wooden Planks

Used as a gate that can be opened like a door. However Fence gates are only opened by rightclicking (unlike doors and trapdoors, which can be opened by left- or rightclicking) and are not affected by Redstone.

Fence gates also open differently, depending on which way you are facing it. But it will always open away from you.
Wool + Wooden Planks Used to forward time from any time at night to morning if all the players in the world are in bed, and changes the spawn point of

Beds

the player. (The colors of the bed are always the same, regardless of the colors of wool used in the crafting.)

Gold Ingot

Gold Nugget

Used in Tools, Armor, Clock and Powered Rail.

Eye of Ender

Ender Pearl + Blaze Powder

Used to locate Strongholds, and repair an End Portal Frame.

Dye Recipes
[hide] Name Ingredients Input Output Description

Bone Meal

Bone

Used to instantly grow crops, trees, tall grass, huge mushrooms and flowers, and can be used in dye recipes.

Ink Sac + Bone Meals Light Gray or Dye Gray Dye + Bone Meal

Used as a dye to create light gray wool. (Note: light gray dye can also be made by combining gray dye with bone meal, thus letting you make 4 light gray dyes from every ink sac instead of 3.)

Gray Dye

Ink Sac + Bone Meal

Used as a dye to create gray wool.

Rose Red

Rose

Used as a dye to create red wool.

Orange Dye

Rose Red + Dandelion Yellow

Used as a dye to create orange wool.

Dandelion Dandelion Yellow

Used as a dye to create yellow wool.

Lime Dye

Cactus Green + Bone Meal

Used as a dye to create lime wool.

Lapis Lazuli Light Blue Dye + Bone Dye Meal

Used as a dye to create light blue wool.

Lapis Lazuli Cyan Dye Dye + Cactus Green

Used as a dye to create cyan wool.

Purple Dye

Lapis Lazuli Dye + Rose Red

Used as a dye to create purple wool.

Purple Dye + Pink Dye or Lapis Lazuli Dye + Magenta Bone Meal + 2 Rose Red Dye or Lapis Lazuli Dye + Pink Dye + Rose Red

Used as a dye to create magenta wool.

Pink Dye

Rose Red + Bone Meal

Used as a dye to create pink wool.

Wool Recipes
[hide] Name Ingredients Input Output Description

Light Gray Wool

Wool + Light Gray Dye

Decoration.

Gray Wool Wool + Gray Dye

Decoration.

Black Wool Wool + Ink Sac

Decoration.

Red Wool

Wool + Rose Red

Decoration.

Orange Wool

Wool + Orange Dye

Decoration.

Yellow Wool

Wool + Dandelion Yellow

Decoration.

Lime Wool Wool + Lime Dye

Decoration.

Green Wool

Wool + Cactus Green

Decoration.

Light Blue Wool

Wool + Light Blue Dye

Decoration.

Cyan Wool

Wool + Cyan Dye

Decoration.

Blue Wool

Wool + Lapis Lazuli Dye

Decoration.

Purple Wool

Wool + Purple Dye

Decoration.

Magenta Wool + Magenta Wool Dye

Decoration.

Pink Wool Wool + Pink Dye

Decoration.

Brown Wool

Wool + Cocoa Beans

Decoration.

Enchantment & Brewing Recipes


[hide] Name Ingredients Input Output Description

Glass Bottle

Glass

Used in Brewing.

Brewing Stand

Blaze Rod + Cobblestone

Used to Brew.

Blaze Powder

Blaze Rod

Can be crafted together with a Ender Pearl, to create an Eye of Ender. Can also be used to craft Magma Cream.

Magma Cream

Slimeball + Blaze Powder

Used in Potions, mostly for fireresistance.

Fermented Spider Eye

Spider Eye + Brown Mushroom + Sugar

Used in Potions. All potions with Fermented Spider Eye have negative effects, which makes it useful in splash potions.

Glistering Melon

Melon Slice + Gold Nugget

Used in Brewing to create health restoration Potions.

Gold Nugget

Gold Ingot

Used to craft Glistering Melon with Melon Slices.

Enchantment Table

Book + Diamond + Obsidian

Used to Enchant Tools.

See also

Brewing Enchanting Smelting [show]

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Enchanting

Enchanting grid

Enchanting is the process of enchantment using an Enchantment Table whereby special bonuses are placed on tools, weapons or armor. To enchant an item, you will need the required Experience level for the enchantment and an Enchantment Table. As of Beta 1.9 Pre-release 4, no enchantments costing above five Experience levels are available unless you place bookshelves near the Enchantment Table. The number of bookshelves increases the level of enchantments further. In order to have an effect, the bookshelf must have a line of sight to the table, (with the exception of the corners) be placed horizontally within 2 blocks of the enchantment table and must be either on the same level or level above the table. A table surrounded by six bookshelves on each side with a one block gap gives access to level 39 recipes. A table surrounded by thirty bookshelves (two layers of fifteen each, leaving room for a door) gives access to level 50 recipes.[1] However, because the table stops counting the bookshelves at thirty, two of the bookshelves can be left out without any effect on the enchantment levels. This allows for a doorway large enough for the player to walk through without requiring elaborate methods to enter the room housing the enchantment table. Notch has stated that Enchanting will work in three stages and the benefits will be based on the spell you choose, but a random loot element will be included as well.[2][3] Each spell will cost the

player experience levels but in turn allows the player to enchant armor, swords and tools with one or several random bonus attributes as well as making the items glow with a brilliant hue.

Contents
[hide]

1 History 2 Enchanting basics 3 Enchantments 4 Enchantable Items 5 Enchantment Types o 5.1 Armor Enchantments o 5.2 Weapon Enchantments o 5.3 Tool Enchantments 6 How Enchantments Are Chosen o 6.1 Step One - Applying modifiers to the enchantment level o 6.2 Step Two - Find possible enchantments o 6.3 Step Three - Select a set of enchantments from the list o 6.4 Conflicting Enchantments 7 Standard Galactic Alphabet 8 Notes 9 Gallery 10 Trivia 11 Bugs 12 See also 13 References

[edit] History
Notch first tweeted about the Enchantment Table on September 30th 2011.[4][5]

[edit] Enchanting basics


To enchant an item, craft an Enchantment Table, place it on the ground, right-click on it and drag an enchantable item from your inventory onto the square under the book icon. Three randomly chosen enchantments will appear on the menu on the right. The only thing you can know for sure about them is their level, which appears as a number; the alien text is random. You can take the item off and place it on the table again for a different set of enchantments. Once you choose an enchantment, it will be applied to your item, giving it a glow and one of the special powers detailed below, and you will lose a number of experience levels equal to the level of the enchantment. Enchantments cannot be undone and an item can only be enchanted once.

Whenever you place an eligible item on the table, the enchantment levels available are randomly generated for each slot using the formula below. The enchantment level is dependent upon the number of nearby bookshelves(capped at 30) and a "slot factor" of 0.50 for the topmost enchantment slot, 0.66 for the middle slot, and 1.00 for the bottom slot. (If b is 0, the second two random integers will always be zero.)
enchantment level available = ( random Int(1, 5) + random Int(1, number of bookshelves/2) + random Int(1, number of bookshelves) ) * slot factor 1 number of bookshelves 30

[edit] Enchantments

An example of the Enchanting Menu with a Diamond Pickaxe.

Enchantment names are randomly constructed from a long list of words. Three to five words are chosen from the list and appended to each other, creating the enchantment name. Any name can be chosen for any item. Note that the names are not actually saved with the item, they are only displayed in the Enchantment Table interface, albeit with the Standard Galactic Alphabet.
the elder scrolls klaatu berata niktu xyzzy bless curse light darkness fire air earth water hot dry cold wet ignite snuff embiggen twist shorten stretch fiddle destroy imbue galvanize enchant free limited range of towards inside sphere cube self other ball mental physical grow shrink demon elemental spirit animal creature beast humanoid undead fresh stale

Jeb mentioned one possible enchantment would add a damage bonus against "undead mobs" when he polled his twitter feed for ideas of what to name the enchantment. He settled on "Smite".[6][7] Repairing an enchanted weapon/tool will remove the enchantment on it.[8]

When an enchanted weapon deals bonus damage to a mob, circular blue particles fly off of that mob, similar to getting a critical hit. There are several levels on most enchants, and when you enchant you can get several enchants on each weapon/tool/armor.

[edit] Enchantable Items


Items such as swords, shovels, pickaxes, axes, and every part of armor of any material can be enchanted. According to Jeb, placing multiple bookshelves near an enchantment table will increase the potency of enchantments.[9] Hoes, shears, fishing rods, bows and flint and steel are not enchantable. When viewing the inventory of a 1.9 prelease 3 player in an NBT editor, all enchanted items have the same serialized enchantment values. Modifying these values seems to have no effect on the in-game elements. Additionally, replacing the same item in the enchanting square seems to generate a fresh set of random enchantments. It is not known if the names have any effect on the cost of the item, but as all enchantments share the same data values it is very likely that the enchantment generation system in the 1.9 prerelease 3 is simply a placeholder. Starting with 1.9 prerelease 4, the values are used and enchantments work normally.

[edit] Enchantment Types


EID is the item's Effect Identification Number in the game code.
Max. Enchantment On level up power

EID

Enchantable item

Name

Effect

Notes

[edit] Armor Enchantments


Armor with this enchantmen t cannot receive Fire Protection, Blast Protection, or Projectile Protection

Converts environmental Protection damage to armor damage

IV

Fire Protection

Protection against fire

IV

Armor with this enchantmen t cannot recieve Protection, Blast Protection, or Projectile Protection +1 to reduction of falling damage (half a heart) Armor with this enchantmen t cannot recieve Protection, Fire Protection, or Projectile Protection Armor with this enchantmen t cannot recieve Protection, Fire Protection, or Blast Protection Underwater breathing

Feather Falling

Less fall damage

IV

Blast Protection

Protection against explosions

IV

Protection against Projectile projectile Protection entities (e.g. arrows)

IV

Respiration Decreases the rate of air loss

III

underwater; increases time between damage while suffocating

time +15 seconds; time between suffocation damage +1 second

Aqua Affinity

Increases underwater mining rate

[edit] Weapon Enchantments


A Sword with this 0.5 heart enchantmen extra t cannot damage per recieve Smite or level Bane of Arthropods A Sword with this 0.75-1.5 enchantmen hearts extra t cannot damage per recieve Sharpness or level Bane of Arthropods A Sword with this 0.75-1.5 enchantmen hearts extra t cannot damage per recieve level Sharpness or Smite

16

Sharpness

Extra damage to mobs

17

Smite

Extra damage to zombies, zombie pigmen and skeletons

18

Extra damage Bane of to spiders, Arthropods cave spiders and silverfish

19

Knockback

Knocks mob and players backwards

II

upon hit Will cook meat if mob is killed while it is on fire.

20

Fire Aspect

Lights mobs on fire

II

21

Looting

Mobs have a chance to drop more loot

III

+1 to max loot drop

[edit] Tool Enchantments


Faster resource gathering while in use +10% mining speed Most things break at "creative mode" speed at IV and V Allows the collection of normally unobtainable blocks such as Ores, Mycelium, Grass, Double Slabs, Ice, and Huge Mushrooms. (Regardless of the tool used)

32

Efficiency

33

Blocks mined will drop themselves, even if it should drop Silk Touch something else (e.g. stone will drop stone, not cobblestone)

IV

34

Sometimes, the tool's Unbreaking durability will not be spent when the tool

III

is used Only applies to item drops. When used on Wheat, only the Seeds' drop rate is affected. Increases the chance for Gravel to drop Flint instead of itself, up to 100% at III.

I: 30% * 2 (30% more) Can multiply the drop rate of items from blocks

35

Fortune

III

II: 25% * 2, 25% * 3 (75% more) III: 20% * 2, 20% * 3, 20% * 4 (120% more)

[edit] How Enchantments Are Chosen


"Enchantment level" is the cost of the enchantment in experience levels (the green number on the button). "Enchantment power" is the strength of the particular enchantment. For example, "Sharpness IV" has power 4. The enchantment algorithm uses a three-step process.

[edit] Step One - Applying modifiers to the enchantment level


The first thing that Minecraft does is apply two modifiers to the base enchantment level. Each modifier is restricted to a certain range, with numbers close to the middle of the range more common than those near the ends. The first modifier is based on the item's "enchantability," which depends on the material and the type of the item (see the table below). Minecraft picks a number between 0 and the enchantability (with enchantability / 2 (divided by two) the most probable result - half way between zero and the enchantability), then adds that number plus one to the enchantment level.
modified enchantment level = enchantment level + Random(0, enchantablility) + 1 Material Armor enchantability Sword/Tool enchantability Wood N/A 15 N/A

Leather 15

Stone Iron Chain

N/A 9 12

5 14 N/A 10 22

Diamond 10 Gold 25

Next, Minecraft picks a value between 0.75 and 1.25. The modified enchantment level is multiplied by this value (so it could increase or decrease by up to 25%) and then rounded to the nearest integer.

[edit] Step Two - Find possible enchantments


Now, based on the modified level, Minecraft makes a list of all enchantment types that can be applied to the target item along with the power that each enchantment will have. The power of each enchantment type is determined by the level and the values in the table below. For each power value of an enchantment type, there is a minimum and maximum level that can produce the enchantment at that power. If the modified enchantment level is within the range, then the enchantment will be assigned that power. If the level is within two overlapping ranges for the same enchantment type, the higher power value is used.
Min level power enchantment level Max level power => enchantment power = range respective enchantment power Modified Enchantment level Armor Enchantment I Protection Fire Protection Feather Fall Blast Protection II III IV V

1 - 21 17 - 37 33 - 53 49 - 69 10 - 22 18 - 30 26 - 38 34 - 46 5 - 15 11 - 21 17 - 27 23 - 33 5 - 17 13 - 25 21 - 33 29 - 41

Projectile Protection 3 - 18 9 - 24 15 - 30 21 - 36 Respiration 10 - 40 20 - 50 30 - 60

Aqua Affinity

1 - 41

Modified Enchantment level Weapon Enchantment I Sharpness Smite Bane of Arthropods Knockback Fire Aspect Looting II III IV V

1 - 21 17 - 37 33 - 53 49 - 69 65 - 85 5 - 25 13 - 33 21 - 41 29 - 49 37 - 57 5 - 25 13 - 33 21 - 41 29 - 49 37 - 57 5 - 55 25 - 75 10 - 60 30 - 80 20 - 70 32 - 82 44 - 94

Modified Enchantment level Tool Enchantment I Efficiency Silk Touch Unbreaking Fortune II III IV V

1 - 51 16 - 66 33 - 81 46 - 96 61 - 111 25 - 75

5 - 55 15 - 65 25 - 75 20 - 70 32 - 82 44 - 94

Note: that extremely high modified enchantment levels can fall outside the ranges of all valid enchantments for the item. If this happens, the item is left un-enchanted, but you are not charged any experience levels and can try enchanting it again.

[edit] Step Three - Select a set of enchantments from the list


Now that it's got a list of the possible enchantments for the item, Minecraft has to pick some of them that will actually be applied. You always get at least one enchantment. The first enchantment is picked from a list of statistical "weights" - the enchantment with the higher weight has a higher chance of being selected.

P(enchantment) = (enchantment weight) / (i=1number of possible enchantmentsenchantment weighti ) Armor Enchantments Weight Protection Fire Protection Feather Fall[note 1] Blast Protection Projectile Protection Respiration[note 2] Aqua Affinity[note 2] 10 5 5 2 5 2 2

Weapon Enchantments Weight Sharpness Smite Bane of Arthropods Knockback Fire Aspect Looting Tool Enchantments Efficiency Silk Touch Unbreaking Fortune 10 5 5 5 2 2 Weight 10 1 5 2

After the first element is selected, there is a chance of receiving more, based on this algorithm:

1. Divide the modified level in half, rounded down. (This does not affect the possible enchantments themselves, because they were all pre-calculated in Step Two.) 2. With probability (modified level + 1) / 50, keep going. Otherwise, stop picking bonus enchantments. 3. Remove from the list of possible enchantments anything that conflicts with previously-chosen enchantments. 4. Pick one enchantment from the remaining possible enchantments (based on the weights, as before) and apply it to the item. 5. Repeat from step 1.

[edit] Conflicting Enchantments


Some enchantment conflict with other enchantments and thus both can't be enchanted into the same item, Effectively taking down the possibility for one to get an overpowered weapon. The rules for enchantment conflicts are:

Every enchantment conflicts with itself. (So you can't get a tool with two copies of the Efficiency enchantment.) All protection enchantments conflict with each other, so an item can only have one at a time. (In the code, Feather Fall is implemented as *A protection enchantment, but it doesn't conflict with the others.) All damage enchantments (Sharpness, Smite, and Bane of Arthropods) conflict with each other.

[edit] Standard Galactic Alphabet


The enchantments are written in the Standard Galactic Alphabet which is a simple alphabet substitution code used in the Commander Keen series of computer games (see that page for the code key). However, if you want to decode the names more quickly you can replace alternate.png in .minecraft\bin\minecraft.jar\font (or in ~/Library/Application Support/minecraft/bin/minecraft.jar/font with OSX, ~/.minecraft/bin/minecraft.jar/font for linux) with the default.png.
There is something that may help you decode the language:

Note: Decoding the alphabet will allow a player to read the enchantment phrases in his or her native language, although these phrases remain arbitrary, as of client version 1.9pre5.

[edit] Notes
1. boots only 2. a b helmets only

"Fortune" Does essentially nothing on an axe, and only gives flint for shovels. This is due to it not dropping multiple for things that can be user recreated such as trees, and wood products so a single item isn't infinite.

[edit] Gallery

Enchantment Table enchanting grid

Blank enchanting grid

An Enchantment that is priced at level 50

A sword with 4 enchantments on it.

Place Bookcases in this shape around the Enchanting table to get higher level enchantments

[edit] Trivia

Looting enchantment does not process on Wool, Spider Eye, Raw Chicken and Cooked Chicken. Items that are enchanted will receive a glowing aura around them. Editing glint.png in .minecraft\bin\minecraft.jar\misc can change the glow accordingly. Enchanted items also cause the hotbar to become semi-transparent whilst they are the selected item. The hotbar will revert to its opaque format when you select a new item. Repairing an enchanted item using another item will remove the enchantment it has. On October 1st 2011, Notch tweeted an image of the enchantment screen, with enchantments written in the Standard Galactic Alphabet.[10] The first enchantment translates onto "Well Played Internets You Are Good", the second translated into "These Names Will Be Random And Confusing", and the third translates to "Each Spell Costs Experience Levels". The Standard Galactic Alphabet or SGA was originally created by Tom Hall for use in the Commander Keen series of computer games.[11] Three of the possible words for enchantments are "the elder scrolls," likely a joke at Bethesda, creator of "The Elder Scrolls" series and whose parent company, Zenimax, was suing Mojang. The words "klaatu berata niktu" are a (misspelled) reference to "Klaatu barada nikto", a phrase that originates from the 1951 movie The Day the Earth Stood Still and has been since used as a reference in many other movies, cartoons and games, more popularly in Army of Darkness, Star Wars Episode VI, Teenage Mutant Ninja Turtles(1987) and Duck Tales. Similarly, "Xyzzy" is a magic spell in the game "Colossal Cave Adventure" and has been used in several other games as an Easter Egg or cheat code. "Embiggen" is a fictitious word from The Simpsons, from a quote attributed to Springfield's founder, Jebidiah Springfield: "A noble spirit embiggens the smallest man". All tools, swords and armour enchanted before 1.9 Prerelease 4 will only have Feather Falling I as their enchantment. The Silk Touch enchantment is possible on all levels of enchantment, although extremely rare on enchantments below level 20.

[edit] Bugs

Enchantments are disabled/do not work in Beta 1.9 Pre-release 3's SMP. If a player attempts to enchant an item, it will appear enchanted for the client, but will update with the unenchanted status once the player logs out and then back in again. In Beta 1.9 Pre-release 4 if a character in Creative mode picks up a enchanted item and drops it the item will become unenchanted. Fixed in pre-release 5. In Beta 1.9 Pre-release 4 it's possible to get Silk Touch and Fortune on the same tool. (It's a bug! --Jeb 09:58, 15 October 2011 (UTC)) (proof) Using the "Silk Touch" enchantment, it is possible to obtain either Redstone Ore or Glowing Redstone Ore, depending on the block's state when broken. These are different blocks and do not stack, but appear to be identical in the user's inventory. Prior to pre-release 6, TNT would drop two TNT when destroyed by an tool enchanted with Silk Touch. Anything enchanted in 1.9 Pre-release 3 (if still enchanted) will have a random enchantment when loaded into 1.9 Pre-release 4. If, in SSP, there are enchanted items in a chest which gets destroyed, they become unenchanted.

In Pre-release 4 SMP, an enchanted sword may refuse to block when right-clicking. This can be fixed by restarting the server. Mining gravel with a tool with Fortune IV or greater causes the game to crash. When a normally unobtainable block is mined using the Silk Touch enchantment, the tile entity of the block is not kept. Therefore when a mob spawner is picked up, (was possible in pre-4, but was removed in pre-5) it will revert to a pig spawner. High-level enchantments yield too little perks to be considered worthwhile. A level 30 enchantment (killing 685 hostile mobs) on a iron sword can translate to Sharpness II (with a very low chance of getting higher levels/enchantments), while a level 1 enchantment (killing 2 hostile mobs) can also translate to Sharpness II.

[edit] See also


Brewing Crafting Smelting

[edit] References
1. 2. 3. 4. 5. http://www.reddit.com/r/Minecraft/comments/lav7p/19_prerelease_4_changelog/ http://twitter.com/notch/status/119799522170912768 http://twitter.com/notch/status/119803746376089600 http://twitter.com/notch/status/119799522170912768 http://www.reddit.com/r/Minecraft/comments/kwjnt/notch_twitter_its_an_enchantment_tabl e/c2nt0a5 http://twitter.com/jeb_/status/123411077764620288 http://twitter.com/jeb_/status/123413339811495937 http://twitter.com/jeb_/status/123733323817295872 http://twitter.com/jeb_/status/123663863018299393 http://twitter.com/notch/status/120207632228298753 http://www.omniglot.com/writing/sga.htm [hide]
vde

6. 7. 8. 9. 10. 11.

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